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Modifying the VRChat client is a breach of VRChat's Terms of Service and can result in temporary or permanent account suspension. Any authors or contributers of this plugin will not be held responsible for suspended accounts, privacy breaches, etc.
⚠️Ensure that the aSeeVR Runtime software is installed (typically installed via PiTool) and running, and that your Droolon Pi1 eye tracker is correctly installed and calibrated using the aSeeVR calibration utility before using this plugin.
Download and install MelonLoader (requires 0.3.0 or higher).
Copy VRCPimaxEyeTracker.dll to the Mods folder located in your VRChat installation folder.
Supported Parameters
Name
Eye
Type
Value / Range
Description
UseEyeTracker
-
Bool
False, True
When set to true by the user via the quick menu or an animator, hardware eye tracking will be enabled.
LeftEyeBlink
Left
Bool
False, True
Returns true when the user's left eye is closed.
RightEyeBlink
Right
Bool
False, True
Returns true when the user's right eye is closed.
LeftEyeLid
Left
Float
0.0 ~ 1.0
Returns 0.0 when the user's left eye is fully closed and 1.0 when fully open.
RightEyeLid
Right
Float
0.0 ~ 1.0
Returns 0.0 when the user's right eye is fully closed and 1.0 when fully open.
LeftEyeX
Left
Float
-1.0 ~ 1.0
Returns -1.0 when the user's left eye is looking to the left, 0.0 when looking forward and 1.0 when looking to the right.
RightEyeX
Right
Float
-1.0 ~ 1.0
Returns -1.0 when the user's right eye is looking to the left, 0.0 when looking forward and 1.0 when looking to the right.
LeftEyeY
Left
Float
-1.0 ~ 1.0
Returns -1.0 when the user's left eye is looking down, 0.0 when looking forward and 1.0 when looking up.
RightEyeY
Right
Float
-1.0 ~ 1.0
Returns -1.0 when the user's right eye is looking down, 0.0 when looking forward and 1.0 when looking up.
EyesX
Left / Right
Float
-1.0 ~ 1.0
Returns -1.0 when the user's left or right eye is looking to the left, 0.0 when looking forward and 1.0 when looking to the right.
EyesY
Left / Right
Float
-1.0 ~ 1.0
Returns -1.0 when the user's left or right eye is looking down, 0.0 when looking forward and 1.0 when looking up.
Avatar Creation
Blend Shapes
Name
Preview
Eyes Blink
Right Eye Blink
Left Eye Blink
Eyes Look Forward
Right Eye Look Right Up
Right Eye Look Up
Right Eye Look Left Up
Right Eye Look Right
Right Eye Look Left
Right Eye Look Right Down
Right Eye Look Down
Right Eye Look Left Down
Left Eye Look Right Up
Left Eye Look Up
Left Eye Look Left Up
Left Eye Look Right
Left Eye Look Left
Left Eye Look Right Down
Left Eye Look Down
Left Eye Look Left Down
Expression Parameters
The following parameters will be used in this guide, which will support toggling between hardware and simulated eye tracking, independent eye blinking, independent horizontal left/right eye movement and combined vertical left/right movement for optimization.
Please refer to Support Parameters for a complete list of available parameters.
Name
Type
Default
Saved
UseEyeTracker
Bool
True
True
LeftEyeBlink
Bool
False
False
RightEyeBlink
Bool
False
False
LeftEyeX
Float
0
False
RightEyeX
Float
0
False
EyesY
Float
0
False
Expression Menu
Add a VRC Expression Menu with a toggle button to start / stop the eye tracker and switch between hardware or default simulated eye tracking.
Name
Type
Parameter
Eye Tracker
Toggle
UseEyeTracker
Simulated Eye Tracking
Simulated eye tracking should be set up as normal in the VRC Avatar Descriptor. The Blink blend shape should be set to Eyes Blink and eye bones should be assigned (indicated as Eye_L and Eye_R in this guide).
Avatar Constraints
These constraints will be used to reset the eye bone transforms while hardware eye tracking is active.
Create a dummy object for each eye bone (e.g. Eye_L_EyeTrackerDisabled and Eye_R_EyeTrackerDisabled) that has the same transform as the original respective eye bone (e.g. Eye_L and Eye_R) under the Head bone.
On the left eye bone (e.g. Eye_L):
Add a Rotation Constraint component to each original bone
Uncheck Is Active
Set Weight to 1
Add the dummy object (e.g. Eye_L_EyeTrackerDisabled) to Source with a weight of 1
On the right eye bone (e.g. Eye_R):
Add a Rotation Constraint component to each original bone
Uncheck Is Active
Set Weight to 1
Add the dummy object (e.g. Eye_R_EyeTrackerDisabled) to Source with a weight of 1
Avatar Masks
Create avatar masks called Left Eye and Right Eye using each eye's respective eye bones (e.g. Eye_L and Eye_R) that will be assigned to the layers below.
Animator Parameters
Name
Type
Default
UseEyeTracker
Bool
False
LeftEyeBlink
Bool
False
RightEyeBlink
Bool
False
LeftEyeX
Float
0.0
RightEyeX
Float
0.0
EyesY
Float
0.0
Layers
All layers should be added to the FX animation controller.
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Blink
0
Left Eye Close
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Blink
100
Left Eye Look Forward
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up
0
Left Eye Look Down
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down
100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up
0
Left Eye Look Left
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left
100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up
0
Left Eye Look Left Down
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down
100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up
0
Left Eye Look Left Up
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up
100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up
0
Left Eye Look Right
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right
100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up
0
Left Eye Look Right Down
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down
100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up
0
Left Eye Look Right Up
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up
100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up
0
Left Eye Look Up
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up
100
Right Eye Open
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Blink
0
Right Eye Close
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Blink
100
Right Eye Look Forward
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up
0
Right Eye Look Down
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down
100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up
0
Right Eye Look Left
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left
100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up
0
Right Eye Look Left Down
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down
100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up
0
Right Eye Look Left Up
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up
100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up
0
Right Eye Look Right
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right
100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up
0
Right Eye Look Right Down
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down
100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up
0
Right Eye Look Right Up
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up
100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up
0
Right Eye Look Up
Property
Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up
0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up
100
Related Projects
PimaxEyeTracker - A utility library with language bindings for aSeeVR UserSDK, to use with the 7invensun Droolon Pi1 eye tracker designed for Pimax headsets.